202 lines
6.1 KiB
C++
202 lines
6.1 KiB
C++
/*
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* helpers.h
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*
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* Created on: Oct 8, 2016
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* Author: nullifiedcat
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*/
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#pragma once
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class CachedEntity;
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class IClientEntity;
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class ConVar;
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class ConCommand;
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class CUserCmd;
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class CCommand;
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struct player_info_s;
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class Vector;
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class ICvar;
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void SetCVarInterface(ICvar *iface);
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#define PI 3.14159265358979323846f
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#define RADPI 57.295779513082f
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//#define DEG2RAD(x) (float)(x) * (float)(PI / 180.0f)
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#include <enums.hpp>
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#include <conditions.hpp>
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#include <entitycache.hpp>
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#include <core/logging.hpp>
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#include <string>
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#include <sstream>
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#include <vector>
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#include <mutex>
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#include <random>
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#include <core/sdk.hpp>
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// typedef void ( *FnCommandCallback_t )( const CCommand &command );
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template <typename Iter, typename RandomGenerator> Iter select_randomly(Iter start, Iter end, RandomGenerator &g)
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{
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std::uniform_int_distribution<> dis(0, std::distance(start, end) - 1);
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std::advance(start, dis(g));
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return start;
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}
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template <typename Iter> Iter select_randomly(Iter start, Iter end)
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{
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static std::random_device rd;
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static std::mt19937 gen(rd());
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return select_randomly(start, end, gen);
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}
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// TODO split this shit
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std::vector<ConVar *> &RegisteredVarsList();
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std::vector<ConCommand *> &RegisteredCommandsList();
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void BeginConVars();
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void EndConVars();
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// Calling source engine functions would get me more accurate result at cost of
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// speed, so idk.
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// TODO?
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bool IsPlayerInvulnerable(CachedEntity *player);
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bool IsPlayerCritBoosted(CachedEntity *player);
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bool IsPlayerInvisible(CachedEntity *player);
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bool IsPlayerDisguised(CachedEntity *player);
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const char *GetBuildingName(CachedEntity *ent);
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Vector GetBuildingPosition(CachedEntity *ent);
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bool IsBuildingVisible(CachedEntity *ent);
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ConVar *CreateConVar(std::string name, std::string value, std::string help);
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ConCommand *CreateConCommand(const char *name, FnCommandCallback_t callback, const char *help);
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powerup_type GetPowerupOnPlayer(CachedEntity *player);
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// GetHitbox() is being called really frequently.
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// It's better if it won't create a new object each time it gets called.
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// So it returns a success state, and the values are stored in out reference.
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bool GetHitbox(CachedEntity *entity, int hb, Vector &out);
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weaponmode GetWeaponMode();
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void FixMovement(CUserCmd &cmd, Vector &viewangles);
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void VectorAngles(Vector &forward, Vector &angles);
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void AngleVectors2(const QAngle &angles, Vector *forward);
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extern std::mutex trace_lock;
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bool IsEntityVisible(CachedEntity *entity, int hb);
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bool IsEntityVectorVisible(CachedEntity *entity, Vector endpos, unsigned int mask = MASK_SHOT_HULL, trace_t *trace = nullptr);
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bool VisCheckEntFromEnt(CachedEntity *startEnt, CachedEntity *endEnt);
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bool VisCheckEntFromEntVector(Vector startVector, CachedEntity *startEnt, CachedEntity *endEnt);
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Vector VischeckCorner(CachedEntity *player, CachedEntity *target, float maxdist, bool checkWalkable);
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std::pair<Vector, Vector> VischeckWall(CachedEntity *player, CachedEntity *target, float maxdist, bool checkWalkable);
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float vectorMax(Vector i);
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Vector vectorAbs(Vector i);
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bool canReachVector(Vector loc, Vector dest = { 0, 0, 0 });
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bool LineIntersectsBox(Vector &bmin, Vector &bmax, Vector &lmin, Vector &lmax);
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float DistToSqr(CachedEntity *entity);
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void fClampAngle(Vector &qaAng);
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// const char* MakeInfoString(IClientEntity* player);
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bool GetProjectileData(CachedEntity *weapon, float &speed, float &gravity);
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bool IsVectorVisible(Vector a, Vector b, bool enviroment_only = false, CachedEntity *self = LOCAL_E);
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Vector GetForwardVector(Vector origin, Vector viewangles, float distance);
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Vector GetForwardVector(float distance);
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bool IsSentryBuster(CachedEntity *ent);
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std::unique_ptr<char[]> strfmt(const char *fmt, ...);
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// TODO move that to weaponid.h
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bool HasWeapon(CachedEntity *ent, int wantedId);
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bool IsAmbassador(CachedEntity *ent);
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bool AmbassadorCanHeadshot();
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// Convert a TF2 handle into an IDX -> ENTITY(IDX)
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int HandleToIDX(int handle);
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inline const char *teamname(int team)
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{
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if (team == 2)
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return "RED";
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else if (team == 3)
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return "BLU";
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return "SPEC";
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}
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extern const std::string classes[10];
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inline const char *classname(int clazz)
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{
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if (clazz > 0 && clazz < 10)
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{
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return classes[clazz - 1].c_str();
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}
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return "Unknown";
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}
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void PrintChat(const char *fmt, ...);
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void ChangeName(std::string name);
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void WhatIAmLookingAt(int *result_eindex, Vector *result_pos);
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inline Vector GetAimAtAngles(Vector origin, Vector target)
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{
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Vector angles, tr;
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tr = (target - origin);
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VectorAngles(tr, angles);
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fClampAngle(angles);
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return angles;
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}
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void AimAt(Vector origin, Vector target, CUserCmd *cmd);
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void AimAtHitbox(CachedEntity *ent, int hitbox, CUserCmd *cmd);
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bool IsProjectileCrit(CachedEntity *ent);
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QAngle VectorToQAngle(Vector in);
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Vector QAngleToVector(QAngle in);
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bool CanHeadshot();
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bool CanShoot();
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char GetUpperChar(ButtonCode_t button);
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char GetChar(ButtonCode_t button);
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bool IsEntityVisiblePenetration(CachedEntity *entity, int hb);
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// void RunEnginePrediction(IClientEntity* ent, CUserCmd *ucmd = NULL);
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// void StartPrediction(CUserCmd* cmd);
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// void EndPrediction();
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float RandFloatRange(float min, float max);
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int UniformRandomInt(int min, int max);
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bool Developer(CachedEntity *ent);
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Vector CalcAngle(Vector src, Vector dst);
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void MakeVector(Vector ang, Vector &out);
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float GetFov(Vector ang, Vector src, Vector dst);
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void ReplaceString(std::string &input, const std::string &what, const std::string &with_what);
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void ReplaceSpecials(std::string &input);
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std::pair<float, float> ComputeMove(const Vector &a, const Vector &b);
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std::pair<float, float> ComputeMovePrecise(const Vector &a, const Vector &b);
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void WalkTo(const Vector &vector);
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std::string GetLevelName();
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void format_internal(std::stringstream &stream);
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template <typename T, typename... Targs> void format_internal(std::stringstream &stream, T value, Targs... args)
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{
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stream << value;
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format_internal(stream, args...);
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}
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template <typename... Args> std::string format(const Args &... args)
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{
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std::stringstream stream;
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format_internal(stream, args...);
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return stream.str();
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}
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extern const std::string classes[10];
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extern const char *powerups[POWERUP_COUNT];
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